
Announced
last June, news of the DCU based massively multiplayer online game produced by Warner Bros. Interactive and Sony Online Entertainment got a boost today at the
New York City Comic-Con when it was announced that Jim Lee, together with a group of WildStorm artists has been working on the art design of the game for roughly the past seven months.
The forthcoming game, to hit both next generation consoles and the PC platform will allow individuals to create their own heroes and interact in a virtual, online DC Universe, complete with familiar characters, cities, and more.
While Lee broke the news of his involvement in the game at his Spotlight Panel at this weekend’s New York Comic-Con, Newsarama had a chance to sit down with the acclaimed creator to talk about the process, his involvement, and his personal history as a game geek.
Newsarama: First off Jim, how did you get involved with the game in the first place? Given that you're a VP at DC, I’d imagine that you knew about the details far before an artist was needed. Were you part of the deal from the start, or did you target this early on as something you'd like to be involved with?
Jim Lee: Because I had spent years playing various MMOs and knew about the gaming world, I was brought in very early when the game was initially being discussed. That said, I really wasn't that involved with what was going on as I was busy doing a million other things. It wasn't until the deal with Sony that I signed on in the role that I currently have.
NRAMA: So what made you commit?
JL: Three factors about the deal with Sony made the decision really easy for me to make. One, Sony Online is one of the leaders in the MMO space. They have a great history of doing amazing games, and they produced one of my all-time favorite games,
Everquest, which really was and continues to be one of the most immersive and entertaining games to date. Second, WildStorm was hired on to do the conceptual artwork for the game. We have a small team of really gifted, well known artists like Carlos D'Anda, Ale Garza, and Scott Iwahashi working with me on creating all the initial art assets. We are creating the line art for the figures and environments in collaboration with Mat Broome, who is one of the art directors on the project. Mat, as many will remember, was a former WildStorm artist who left the world of comics years ago to work in video game space. Third, Sony Online is local--being based in San Diego and I knew a number of people who were already working there. So while the DCO is actually being produced out of their Austin, Texas offices, there are still a lot of time efficiencies that take place because I can just drive 20 minutes over to their San Diego offices and see DCO 3-D work in progress models and get immediate feedback and answers to my questions from Mat. Then the line art gets sent to Austin where the DCO art director Jared Carr and his amazingly talented crew construct the actual in-game models and environments. Overall, it's an exciting opportunity to spread our wings here at WildStorm and do something new, but still obviously comic book related. The project is a real creative challenge and what artist can refuse that?
NRAMA: So how long have you been working on this?
JL: Since last August. I didn't assemble the WildStorm team to work on the game until January first of this year though. However, in some respect, I feel like I spent a lifetime learning about games; I've made a career of taking all the things I loved as a kid and getting to do them as a job as an adult.
NRAMA: So, fair to say you're into games…at least a little?
JL: Games in general are a passion of mine--not just to play but also from gameplay issues. I remember the first Pong game which my dad brought home! It entranced us for days [laughter]. As a kid, I used to go a lot to the library and check out books on games from around the world and actually creating boards and pieces to play games which were not available in the US. I even went ahead and created my own board games with my own set of rules and game pieces out of balsa wood and clay. I was into Dungeons and Dragons and desktop miniatures. I also played a lot of SSI and Avalon Hill games which had very detailed, voluminous sets of rules but you really got to see how rulesets were used to define and replicate real life movements, actions and combat. Later in college, as a psychology major, I remember reading studies on zero sum strategies and gaming.
NRAMA: So you weren’t just a game nerd, you were an academic game nerd?
JL: Something like that, yeah.
NRAMA: So – simplest terms, what have you been doing? Just drawing all the DC characters, or are there specific redesigns that you've had to add in that are needed due to the computer format? Any examples?
NRAMA: Anything you see in game will be drawn by us at WildStorm. Obviously the characters, both non-player and player designs, the environments, the trees and pedestrians...all the way down to the loaves of bread. It's a monstrous task, both artistically and logistically in that so many assets have to be designed and created. As far as adapting superheroes into other mediums, well, some changes are to be expected to make the characters 'work' in the new spaces. That said, the translation between comics and videogames is a pretty clean one in that not a lot of tweaking or fudging has to take place. However, one example of the challenges we face is...what version of the most famous landmarks and characters in the DCU do we use? There have been numerous versions of the Daily Planet from the ones seen in various movies, TV shows and comic books. Which do we use? Most people know the Teen Titans through the cartoon show. Do we use costume designs from that or from the comics? Our number one job is to keep the vision and spirit of the DC as true as possible in the game. The fact that my day job is as a comic book creator makes these types of issues much easier to resolve.
NRAMA: Going back for a minute – you said that you were doing all of this yourself from August through December? In addition to your other comic work?
JL: Right. For me, the single greatest challenge will be doing both the game and everything else I am working on. When you look at the list of projects...from
All-Star Batman and Robin with Frank Miller and the upcoming relaunch of
WildCats with Grant Morrison to Editorial Director of WildStorm to this project...well, it's a lot on my plate but I wouldn't have it any other way. I love what I do and the fact it rarely feels like work is what keeps me going. I don't look forward to weekends or dread Mondays because I work everyday because again, I love what I do. There's no way I would drop getting a chance to work with the likes of Frank Miller or Grant Morrison so it all comes down to getting organized and getting efficient. Luckily both
All-Star Batman and Robin and
WildCats are bi-monthly books. As part of the DCO deal, I got to hire an assistant, Eddy Choi, a lifesaver really.
NRAMA: You haven’t had an assistant since your earlier WildStorm days, have you?
JL: I haven't worked with an assistant for over nine years I think now and having one come in has saved me a lot of time which I can devote to comics and the MMO. I was asked how I was feeling the other day and my response was--I'm burning cleanly. I really do feel everything I am doing is moving all my projects forward, a little everyday and that really is the solution to something like this. It's a marathon...you can't think about the final amount of work...just the fact that every day, I need to work on the MMO and then come home and draw a comic book page. I love the challenge and it actually makes me happier getting to multi-task. It's one of the reasons I love working at DC really...there are so many cool opportunities to flex your creative muscles. Plus, I have the most amazing wife and kids and they keep me sane and inspired. I get to share what I do for a living with my kids which really is rewarding....beyond description really and my wife is not really into games or comics so she keeps me balanced.
NRAMA: But honestly, not matter that you’re “burning cleanly” you still brought on the full team. Was your monthly working being impacted?
JL: Well, yeah – initially, before I had Carlos, Scott, Ale and Eddy on board, it was really slowing me down on drawing comics so I got behind the 8-Ball on my
All-Star Batman and Robin schedule. Now that we are up and at full speed, I'm back in the swing of things deadlines wise but that won't be reflected in the shipping of the title until issue #5, I’d say. Getting to work on the game initially meant flying to Austin a lot and there was a steep learning curve. I kibbitzed on the game design with Chris Cao and Shawn Lord from SOE-Austin and we have a weekly rundown on the progress on all facets of the game from art to game engine to physics to scheduling with producers John Blakely, Todd Fiala and Andrew Boyd, technical director Lorin Jameson, lead engineer Edgar Glowacki and uber art director Whitney Ayres. On our end, Eddy and WildStorm director Hank Kanalz makes sure everything is on track in and in place as it should be. Then there are milestone reviews involving DC brass like John Nee and Richard Bruning and Warner Brothers Interactive execs Jonathan Eubanks and Jason Hall not to mention the SOE honchos. You can see how involved a project like this can be...it's just a massive undertaking no pun intended. A lot of time was burnt initially in figuring out how to best maximize everyone's time and in creating the pipeline of information that was needed on a project of this scale.
NRAMA: That said, and obviously, in broad stokes, what can you say about the game itself?
JL: Imagine getting to create your own unique superhero, give it a name, choose a physique, a costume, a set of powers and then dive into the DC Universe where you get to meet and ally with Superman, Batman, Wonder Woman and the entire pantheon of heroes. Imagine getting to team up with friends and other players from around the world and take on the likes of the Joker, Lex Luthor and Deathstroke. Imagine getting to use your network of contacts to go on missions and adventures to incredibly diverse environments. Imagine gaining fame and notoriety, forming leagues of superheroes to battle one another or to take down Darkseid himself. It's not hard to see how awesome a game like this would be and it's really the chance to play around and do so many different things in the DCU that is the big draw to gamers and comic book fans alike. Metropolis and Gotham city for example are such diverse environments that really can't be replicated in any other online space. Our job is to make the game as immersive as possible so that you don't feel like you're playing a game...but in fact, that you are a superhero. It's taking on the biggest fantasy there is in the world of comics and making it happen. That's what this game is about and it will take years to create.
NRAMA: So this will be a full functional, albeit “alternate” DCU in cyberspace. Will it in any way impact or reflect the monthly comic continuity?
JL: I can't get into too much detail about this at this moment, other than to say that it would be an awesome to see it happen someday. This is one of the things on my to do list and there will be more information on this as the game develops. It would be a great lost opportunity if we didn't give it our best shot.
Newsarama Note: art above is a color study of Batman by Lee created for the game design. Digital colors by Scott Iwahashi.
More NYCC Coverage:
NYCC: State of the Industry Panel
NYCC: Jim Lee on DC's MMO
NYCC: Tamora Pierce Signs with Marvel
NYCC: Mondo Marvel Panel

Newsarama's New York Comic-Con 2006 coverage is brought to you by Marvel Enterprise's & Lions Gate Home Entertainment's ULTIMATE AVENGERS: THE MOVIE, available on DVD and UMD right now